#include <dali/internal/event/common/scene-impl.h>
#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
#include <dali/internal/update/render-tasks/scene-graph-camera.h>
#include <dali/internal/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
#include <dali/internal/render/renderers/render-frame-buffer.h>
#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/renderers/shader-cache.h>
#include <dali/internal/render/renderers/uniform-buffer-manager.h>
#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
#include <dali/internal/render/shaders/program-controller.h>
-#include <dali/internal/render/renderers/pipeline-cache.h>
#include <memory>
threadPool->Initialize(1u);
uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
- pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
+ pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
}
~Impl()
Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
- std::unique_ptr<Render::PipelineCache> pipelineCache;
+ std::unique_ptr<Render::PipelineCache> pipelineCache;
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
- *(mImpl->pipelineCache.get()));
+ renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
mImpl->rendererContainer.PushBack(renderer.Release());
}
void RenderManager::RemoveGeometry(Render::Geometry* geometry)
{
- auto it = std::find_if( mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(),[geometry]( auto& item )
- {
+ auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
return geometry == item;
});
// Upload the geometries
for(auto&& geom : mImpl->geometryContainer)
{
- geom->Upload( mImpl->graphicsController );
+ geom->Upload(mImpl->graphicsController);
}
}
}
class DamagedRectsCleaner
{
public:
- explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+ explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
: mDamagedRects(damagedRects),
+ mSurfaceRect(surfaceRect),
mCleanOnReturn(true)
{
}
if(mCleanOnReturn)
{
mDamagedRects.clear();
+ mDamagedRects.push_back(mSurfaceRect);
}
}
private:
std::vector<Rect<int>>& mDamagedRects;
+ Rect<int> mSurfaceRect;
bool mCleanOnReturn;
};
Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
- DamagedRectsCleaner damagedRectCleaner(damagedRects);
+ DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
// Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
// so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
(item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
{
item.mIsUpdated = false;
- item.mNode->SetUpdated(false);
- rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
+ rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
{
const int left = rect.x;
}
}
}
+
+ // Reset updated flag from the root
+ renderList->GetSourceLayer()->SetUpdatedTree(false);
}
}
}
void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
{
+ if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
+ {
+ // ClippingRect is empty. Skip rendering
+ return;
+ }
+
// Reset main algorithms command buffer
mImpl->renderAlgorithms.ResetCommandBuffer();
std::vector<Graphics::RenderTarget*> targetstoPresent;
+ Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+ if(clippingRect == surfaceRect)
+ {
+ // Full rendering case
+ // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
+ // To reduce side effects, keep this logic now.
+ clippingRect = Rect<int>();
+ }
+
for(uint32_t i = 0; i < count; ++i)
{
RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
Rect<int32_t> viewportRect;
- Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
- int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+ int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
// @todo Should these be part of scene?
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;